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Votes
0
Found in
6000.0.58f1
6000.1.16f1
6000.2.5f1
6000.3.0b2
6000.5.0a1
Issue ID
UUM-117426
Regression
No
In Deferred rendering path, mixed lights don't render when enabling "Use Rendering Layers" in the Decal renderer feature
To reproduce:
1. Open the attached “IN-115065_DeferredMixedLightingBug.zip“ project
2. Open the “Assets/Scenes/DeferredMixedLightingBug.unity” Scene
3. Note that the “Spot Light” GameObjects have their "Mode" set to "Mixed"
4. Note that the “Decal Projector” GameObject has its "Rendering Layers" set to "Default"
5 Note that the “Sphere” GameObjects have their "Rendering Layer Mask" set to "No Decals"
6. Observe the Scene view
7. In the "Decal" renderer feature in the "Assets/Settings/PC_Renderer.asset", enable "Use Rendering Layers"
7. Observe the Scene view
Expected result: The decal no longer covers the spheres, but nothing else changes
Actual result: The decal no longer covers the spheres, but the mixed lighting also disappears
Reproducible with: 6000.0.58f1, 6000.1.16f1, 6000.2.5f1, 6000.3.0b2
Reproducible on: M1 Max MacOS 15.5, Windows 10 (Tested by CQA)
Note:
- This issue is only present with the “Deferred“ and “Deferred+“ Rendering Paths
- “Metal: Error creating pipeline state (Hidden/Universal Render Pipeline/ClusterDeferred): input of type float4 is not compatible with a MTLPixelFormatR8Uint color attachment. (null)“ Error is also thrown when using “Metal“ Graphics Backend
Workaround: Enable "Use Rendering Layers" in the advanced properties in the "Lighting" tab in "PC_RPAsset.asset",
iterate through all lights in the project, and change their "Rendering Layers" from "Default" to "Everything"
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Resolution Note:
The project didn't enable the use of light layers in the URP asset as well as for the decal renderer feature. The decal is not applied to the spheres if the rendering layers are enable. I have tested this for each renderer type and gotten the same result.